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TyDavis315
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Originally posted by Corndog
Link? Also, blitz awareness?


I’ll come back to this and link some after work, but I do push BA on my LBs and D-Line. (based on the sim representation) looks like they get tangled up together (the two ILBs) while trying to run to the space.

I think the recovery wouldn’t be too bad (if my FS didn’t act like an idiot with 80 pursuit lmao) if closing speed fired, but it typically never does once they get caught in this animation.

Could also be a balance/snap reaction thing now that I think about it though since I typically don’t push that on ILBs until later in their career. Might be stumbling around because they couldn’t catch their footing quick enough? Thoughts?
 
rackhound
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Originally posted by Raid
I was making a joke at ty, didn't mean to imply anything about our conversation. He had gotten onto a bit about my QB just sucking in the other thread, you never said my QB was bad, just that he got intercepted because of low technique... which we still don't know why you think technique makes passes harder to intercept, but okay.


I would think since technique, consistency, and accuracy, all make a pass easier to catch,that indirectly that makes an interception less likely. I get those things all really high anyway. It would be nice to know, but I'm guessing that's the type of thing we wont ever know other than what we think we know.
 
Corndog
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Originally posted by TyDavis315
Could also be a balance/snap reaction thing now that I think about it though since I typically don’t push that on ILBs until later in their career. Might be stumbling around because they couldn’t catch their footing quick enough? Thoughts?


Don't really have thoughts without a replay, not sure what you're referring to exactly.
 
TyDavis315
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https://glb2.warriorgeneral.com/game/replay/715481/1878792

How they move vs the Pass

https://glb2.warriorgeneral.com/game/replay/724181/2002737

More clean pass technique

https://glb2.warriorgeneral.com/game/replay/722846/1688916

Then you have them trying to defend the WR1 on a rushing play..?

https://glb2.warriorgeneral.com/game/replay/724031/1977650

More weird logic on a QB run

https://glb2.warriorgeneral.com/game/replay/724181/2003333

Another bad habit of defender running to defend lord knows what exactly

https://glb2.warriorgeneral.com/game/replay/722846/1688898

QB rush logic

https://glb2.warriorgeneral.com/game/replay/722846/1689370

QB rush logic (only affected one this time so small win?)

https://glb2.warriorgeneral.com/game/replay/722846/1689655

I think you get the QB rush logic issue at this point right?



Play action fakes should also be deemed by coverage tech/awareness instead of pursuit imo bc all this pursuit and my CBs still can’t defend the pass or the run :/
Edited by TyDavis315 on Jul 2, 2020 07:35:25
 
TyDavis315
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I’ll have to find some freeze frame footage as well, typically my FS cleans up for the ILBs (when he’s not drunk) so I always forget to make a mental note
 
Raid
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Originally posted by TyDavis315


https://glb2.warriorgeneral.com/game/replay/722846/1688916

Then you have them trying to defend the WR1 on a rushing play..?



This one is weird but a function of the game I think.

Normally a LB would determine a play is NOT a run before trying to move on to his assignment for man to man - so the only real fail he could have is taking too long to determine he needs to start covering the pass, but the game just has you make a roll up front to see if you recognize pass/run and if you fail it's automatically that you assume right off the bat it's the other, until you eventually pass the roll.
Edited by Raid on Jul 2, 2020 08:15:45
Edited by Raid on Jul 2, 2020 08:15:00
Edited by Raid on Jul 2, 2020 08:10:50
 
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Originally posted by Raid
This one is weird but a function of the game I think.

Normally a LB would determine a play is NOT a run before trying to move on to his assignment for man to man - so the only real fail he could have is taking too long to determine he needs to start covering the pass, but the game just has you make a roll up front to see if you recognize pass/run and if you fail it's automatically that you assume right off the bat it's the other, until you eventually pass the roll.


eventually roll the other, or when you have the next opportunity to roll the other. I think these are distinct differences speaking in code logic.
Edited by bluelightning1224 on Jul 2, 2020 22:42:23
 
Raid
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Originally posted by bluelightning1224
eventually roll the other, or when you have the next opportunity to roll the other. I think these are distinct differences speaking in code logic.


I think the way CD describes it, when in 'fail' you keep getting chances every few ticks to pass the check again with it getting easier and easier each time to some degree.
 
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Originally posted by Raid
I think the way CD describes it, when in 'fail' you keep getting chances every few ticks to pass the check again with it getting easier and easier each time to some degree.


What is a tick or how long is a tick? Is it just every tenth of a second?
 
Raid
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Originally posted by bluelightning1224
What is a tick or how long is a tick? Is it just every tenth of a second?


a tick is one movement forward in the sim, if you have the playback bar enabled you can see the tick count at the bottom left of it. The playback advances at 2 frames per 'tick'.
 
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So why does a ROLB with TV and about zero blitz aware not just go straight toward the QB on a Tiger Blitz? EVERYother time my guys would just ignore a potential runner to go after the QB, but the one time I DO want him to ignore the runner he falls for a PA?????

https://glb2.warriorgeneral.com/game/replay/724618/2080911
Edited by Myrik_Justiciar on Jul 4, 2020 00:08:46
 
Raid
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Originally posted by Myrik_Justiciar
So why does a ROLB with TV and about zero blitz aware not just go straight toward the QB on a Tiger Blitz? EVERYother time my guys would just ignore a potential runner to go after the QB, but the one time I DO want him to ignore the runner he falls for a PA?????

https://glb2.warriorgeneral.com/game/replay/724618/2080911


Exactly, a failed roll shouldn't automatically have you do the wrong thing imo, but it's the system we have, and I don't know if another is much more viable.

You could have the players default to one thing or another based on the play and just have a negative to their stats if they are failing a roll but still reacting run/pass 'properly' - but that would probably be a mess to make work. I'd still like to see it though.

You could maybe make them 'unsure' until they passed the check and attempt to stay in position to do both things as long as he can. That one would also be a pain to program, but would result in probably the best gameplay from the mechanic imo. It would cause players to not completely take themselves out of the play by failing up front, and would also allow players to really shine when they had good awareness. This also might open up elusive running just a little bit as defenders would be 'stopped' or 'slow' more often. Even if a defender reads a play wrong him running at full speed to the outside after a WR often has a negative effect on elusive runners.



Just a lot could be gained by reworking this, for sure.
Edited by Raid on Jul 4, 2020 08:47:05
Edited by Raid on Jul 4, 2020 08:41:41
 
TyDavis315
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The play action system is actually pretty OP in my opinion, I wish it was in place when I used to run all pass with my star offense. Vertical threats and and a high awareness, rocket arm QB is really all you need to make it work (with a pass oriented, well physically build OL of course.

Throw in gold QR, OTR and gold HF, FS or CIS and you’ve pretty much have the GLB2 chiefs
 
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